Paladin
Base Class: Paladin

Those who take this oath vow to use the darkness as a weapon and against the forces of evil and as a shield to protect the weak. Tenets of the Oath of Shadow are as follows:

Vigilance: There is safety in being concealed in the darkness and yet danger in not knowing what is there with you.

Growth: None can see what is done in the dark and it is most wise to use that to improve while hidden from prying eyes. 

Protection: The dark is a sanctuary to those hiding from their abusers it provides shelter and safety to many. 

Justice: Those who have done wrong cannot be allowed to hide from their sins in the dark.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Conjure Shadow. You can use your Channel Divinity to use darkness to shield yourself from enemies. As an action, you create a thick cloud of fog like darkness that surrounds you for 20 feet in all directions. The fog moves with you, remaining centered on you and making its area heavily obscured. You and allies within 5 feet of you instead treat the area as lightly obscured. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required).

Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancients Spells
Paladin Level Spells

3rd

alarm, sanctuary

5th

nystul's magic aura, moonbeam

9th

spirit guardians, dispel magic

13th

faithful hound, banishment

17th

wall of force, dream

Aura of Warding

Beginning at 7th level, darkness lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.

Champion of Night

At 20th level, you can assume the form of an emissary of darkness, taking on a shadowy obscured appearance 

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

Once you use this feature, you can’t use it again until you finish a long rest.

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